Wednesday, January 12, 2011

YDIN - Basic combat overview

To Hit Enemies

Determining does attack hit or miss is resolved similarly to any skill task. But when skill task is combat oriented it is called combat task. Defencing skill tasks (dodge, parry etc.) are called defence tasks.

Succesfull combat task indicates that enemy is hit. Failed combat task indicates that attack is missed. Critical success multiplies damage by certain number and catastrophic failure results something bad determined by gamemaster or in some cases by a special chart.

Damaging Enemies

After a succesfull combat task you roll damage based on your weapon. Damage usually is certain die and possibly a bonus to it.
In critical success you roll damage normally and multiply it after rolling as weapon's critical statistic shows.

If you use hit location chart, vital parts (head, heart) deal double damage what is appended after other damage modifiers, ie. critical success.

Damage On Character

Healthpoints tell how much damage character can bear before he is incapacitated. Inflicted damage is decreased from health points. After healthpoints reach zero, character is incapacitated and cannot act before he is revived via firstaid, medicines or similar. When healthpoints are in negative value of more than wound points, character dies.
Healthpoints can be lost also in other manners than just straight combat damage. Diseases, poison, suffering from harsh weather etc. can also decrease healthpoints in time.

Wound points tell characters overall stamina and resilience against higher instance amount of damage. If damage exceeds character's wound points value, one wound point is dealt in addition of lost hitpoints. If damage exceeds wound points twise, two wounds are lost and so on.

Wounds are characters durability against massive damage. When wounds reach zero, character is dead even though he has still healthpoints left.

Avoiding Damage By Defending

Character can defend against damage with defence task. Defence is reaction, so character can defend attack even if it is not his turn loosing his own turn. It is basically delaying initiative, but in reverse.

Dodging is Defence + Dodge defence task. Succesful dodge means that attack missed. Critical success means that you both dodge the attack and get an extra counter action immediately. Failure means you cannot dodge an damage is dealt. Catastrophic failure means you take the damage and opponent gains an extra action immediately against your character.
Bullets cannot be dodged, but critical success in dodge defence task means your character jumps under the gunfire or behind near cover loosing his next action and is prone (prone is explained later).

Parrying is Defence + Parry defence task. There are three forms of parry: Unarmed parry, melee parry and shield parry.
In unarmed parry you can only parry bludgeon or hand-to-hand attacks. Sharp weapons can be parried and damage is dealt dividing on both hands if you use hit location chart. Success means you parry an attack and no damage is dealt except with unarmed parry against sharp weapons.
Critical succes means you disarm your opponent but unarmed against sharp weapons damage is still dealt. Catastrophic failure means you are disarmed or unarmed get critical damage on your hands.
Unarmed parry against hand-to-hand attacks with success no damage is dealt. Critical success means you both parry the attack and gain an extra action immediately. Catastrophic failure means your suffer damage and attacker gains an extra action immediately.

Bullets cannot be parried, but with a shield arrow can at one negative modifier.

Armor

Armor has armor value what is decreased from damage after damage is determined. Different kind of armor have different armor values.

Shields are armor that protect if shield is used to parry or attack hits shield's cover area if hit location chart is used.  Shields have durability points what work similarly to hitpoints. When shield's durability points are at zero, shield is broken and unusable. Shield's armor value affects on shield's durability similar to character's damage.

Also various objects might have shield value. Character can use improvised shield or be behind certain object to get shield from it when attacked through this object.

Piercing

When damage is twise as much as character's wound points, attack pierces character. In melee attacks weapon is stuck and attacker must use one turn to sever the weapon. Severing deals weapons damage, no combat roll is needed and no critical is possible. Hand-to-hand attacks cannot pierce.

When bullet pierces character, it flies through him. Bullet continues it's way through character with damage - character's wounds. If character is wearing an armor covering also his back, decrease armor value before bullet pierces character completely.

Hand-to-hand attacks and pludgeoning weapons cannot pierce.

Prone

If character is prone, he suffers one negative modifier to all his acts (skill tasks, combat tasks and defence tasks) until he uses one turn to recover.

For prone status there might be several reasons, including:
  • Dodging bullet
  • Result of catastrophic failure
  • Explosion
  • Etc.
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